wip(0.S3): packages and examples migrated again from their pre-0.S sources in one run
ludic migrate state packages <every example program> packages/ludic.lab/example/plate.ludic 1804 vars into 126 states, 64 into lets; 23498 edits in 460 files Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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459 changed files with 17862 additions and 17603 deletions
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@ -4,27 +4,27 @@
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export const VEHICLE_HAY_MIN: float = 10.0 # a horse with less hay than this will not go
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# this machine's player onto v; false when it is somebody else's, taken, or a hungry horse
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export function vehicle_mount(v: Vehicle) -> bool {
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if v == null or v.owner != 0 or v.rider >= 0 or ve_cur != null { return false }
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export function vehicle_mount(base_st: mut BaseState, vehicles_st: mut VehiclesState, v: Vehicle) -> bool {
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if v == null or v.owner != 0 or v.rider >= 0 or vehicles_st.ve_cur != null { return false }
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if v.kind == VEHICLE_HORSE and v.food < VEHICLE_HAY_MIN {
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ve_say(VEHICLE_HUNGRY, v, v.food)
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ve_say(base_st, vehicles_st, VEHICLE_HUNGRY, v, v.food)
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return false
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}
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ve_cur = v
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vehicles_st.ve_cur = v
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v.rider = 0
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VehicleRider.board(v.x, v.z, v.yaw)
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ve_say(VEHICLE_MOUNTED, v, 0.0)
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ve_say(base_st, vehicles_st, VEHICLE_MOUNTED, v, 0.0)
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return true
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}
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# Off, onto the nearest spot a body could stand and walk off: from a boat a wade of up to 1.25 m
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# within ten metres, from a horse beside its right flank. False (and said) when a boat is too far out.
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export function vehicle_dismount() -> bool {
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let v = ve_cur
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export function vehicle_dismount(base_st: mut BaseState, vehicles_st: mut VehiclesState) -> bool {
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let v = vehicles_st.ve_cur
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if v == null { return false }
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if v.kind == VEHICLE_BOAT {
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if not VehicleRider.safe_spot(v.x, v.z, VehicleWorld.water(v.x, v.z), 1.25) {
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ve_say(VEHICLE_NO_LANDING, v, 0.0)
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ve_say(base_st, vehicles_st, VEHICLE_NO_LANDING, v, 0.0)
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return false
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}
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VehicleRider.step_off(VehicleRider.safe_x(), VehicleRider.safe_z())
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@ -37,18 +37,18 @@ export function vehicle_dismount() -> bool {
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v.home_x = v.x
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v.home_z = v.z
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}
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ve_cur = null
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vehicles_st.ve_cur = null
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v.rider = -1
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v.speed = 0.0
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ve_say(VEHICLE_DISMOUNTED, v, 0.0)
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ve_say(base_st, vehicles_st, VEHICLE_DISMOUNTED, v, 0.0)
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return true
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}
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# off whatever this player is on, wherever it is (a load, a collapse, a map change)
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export function vehicle_drop() -> void {
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if ve_cur != null {
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ve_cur.rider = -1
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ve_cur.speed = 0.0
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export function vehicle_drop(vehicles_st: mut VehiclesState) -> void {
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if vehicles_st.ve_cur != null {
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vehicles_st.ve_cur.rider = -1
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vehicles_st.ve_cur.speed = 0.0
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}
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ve_cur = null
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vehicles_st.ve_cur = null
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}
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